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		<title>BFog</title>
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		<h1>BFog</h1>
		<p>Inherites from <a href="BNode.html">BNode</a></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right">enum </td><td><a href="#Mode">Mode</a></td></tr>
			<tr><td align="right">enum </td><td><a href="#Hint">Hint</a></td></tr>
			<tr><td align="right"></td><td><a href="#BFog()">BFog</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#~BFog()">~BFog</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setMode(BFog::Mode)">setMode</a>(BFog::Mode mode);</td></tr>
			<tr><td align="right">BFog::Mode </td><td><a href="#mode()">mode</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setHint(BFog::Hint)">setHint</a>(BFog::Hint hint);</td></tr>
			<tr><td align="right">BFog::Hint </td><td><a href="#hint()">hint</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setColor(const BColor&)">setColor</a>(const BColor& color);</td></tr>
			<tr><td align="right">const BColor& </td><td><a href="#color()">color</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setDensity(float)">setDensity</a>(float density);</td></tr>
			<tr><td align="right">float </td><td><a href="#desity()">desity</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setRange(const BRangef&)">setRange</a>(const BRangef& range);</td></tr>
			<tr><td align="right">const BRangef& </td><td><a href="#range()">range</a>() const;</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"/>
		<div id="desc">
			<h2>Detailed Description : </h2>
			<p>BFog used for scene Fog effective in specail area.</p>
		</div>
		<h2 id="docs">Member Documentation</h2>
		<div id="Mode">
			<h3>enum Mode</h3>
			<table class="enum">Mode
				<tr><td>Mode_Linear</td><td>desc</td></tr>
				<tr><td>Mode_Exp</td><td>desc</td></tr>
				<tr><td>Mode_Exp2</td><td>desc</td></tr>
				<tr><td>Mode_Max</td><td>desc</td></tr>
			</table>
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		<div id="Hint">
			<h3>enum Hint</h3>
			<table class="enum">Hint
				<tr><td>Hint_None</td><td>desc</td></tr>
				<tr><td>Hint_Fastest</td><td>desc</td></tr>
				<tr><td>Hint_Nicest</td><td>desc</td></tr>
				<tr><td>Hint_Max</td><td>desc</td></tr>
			</table>
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		<div id="BFog()">
			<h3>BFog();</h3>
			<p>BFog is a node for scene fog effection of special area.</p>
		</div>
		<div id="~BFog()">
			<h3>~BFog();</h3>
		</div>
		<div id="setMode(BFog::Mode)">
			<h3>void setMode(BFog::Mode mode);</h3>
		</div>
		<div id="mode()">
			<h3>BFog::Mode mode() const;</h3>
		</div>
		<div id="setHint(BFog::Hint)">
			<h3>void setHint(BFog::Hint hint);</h3>
		</div>
		<div id="hint()">
			<h3>BFog::Hint hint() const;</h3>
		</div>
		<div id="setColor(const BColor&)">
			<h3>void setColor(const BColor& color);</h3>
		</div>
		<div id="color()">
			<h3>const BColor& color() const;</h3>
		</div>
		<div id="setDensity(float)">
			<h3>void setDensity(float density);</h3>
		</div>
		<div id="desity()">
			<h3>float desity() const;</h3>
		</div>
		<div id="setRange(const BRangef&)">
			<h3>void setRange(const BRangef& range);</h3>
		</div>
		<div id="range()">
			<h3>const BRangef& range() const;</h3>
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